Modeng Team Game Level Art in Unreal Engine Course
Duration:65 hours
Actual Duration:65h 31m
Release date:2023, August
Publisher:Artstation
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Unreal Engine 5, 3ds Max, Maya, Blender
Course URL:https://www.artstation.com/marketplace/p/XeegL/modeng-team-game-level-art-in-unreal-engine-course
This course is a straight-up, no-fluff look at how game level art actually works in the industry. Taught by Tengfei, a guy with a decade at Netease and Tencent, it covers the entire pipeline of building game environments in Unreal Engine 5. You’ll work through two complete example projects — an open-world Valley Town and an FPS map called Venice Impression — and learn how to plan, build, and optimize levels the way Chinese game studios do it.
🎯 What you’ll learn
- Understand the job requirements for game 3D level artists and the current Chinese game market
- Master the standard workflow used by game companies for environment art
- Build two complete example projects: Valley Town (open world) and Venice Impression (FPS map)
- Create your own level design planning maps using gathered reference materials
- Apply design methods for levels both with and without clear concept art
- Use aesthetic theories specifically for game level art
- Assemble a full level from scratch quickly using asset packs
- Optimize scenes for real-time game performance
✅ Requirements
- Skills: Basic understanding of 3D space and familiarity with a DCC tool like 3ds Max, Maya, or Blender. Some prior experience with Unreal Engine is helpful but not mandatory.
- Tools: A DCC application (3ds Max, Maya, or Blender), Unreal Engine 5 installed.
- Hardware: A computer capable of running Unreal Engine 5 smoothly — dedicated GPU with at least 8GB VRAM recommended, 16GB RAM minimum.
📝 Description
This isn’t a tutorial that just shows you pretty scenes. It’s a practical breakdown of how level art gets done in real game studios, specifically in the Chinese market where Tengfei spent his career. The course is built around two full projects that push you through the entire production cycle — from an empty grid to a finished, optimized environment.
The Valley Town project is an open-world map that teaches you how to handle large-scale environments. You’ll learn how to plan the layout, block out the space, integrate assets, and make everything feel cohesive. The Venice Impression project shifts gears to an FPS map, where the design constraints are completely different — sightlines, cover, and performance matter more than pure visual flair.
What sets this course apart is the focus on methodology. Tengfei doesn’t just show you button clicks. He explains the why behind every decision — why certain compositions work, why some materials read better at distance, why you’d choose one optimization technique over another. The course also covers aesthetic theories applied specifically to game environments, which is something most tutorials skip entirely.
The course is dubbed in English by Modeng team member Tian Hang, with English subtitles included. There are also 17 additional subtitle languages available, though those are machine-translated and quality varies. The main content runs 65 hours across 160 videos, plus you get 20 bonus livestream recordings adding another 26 hours of material.
🧑🎓 Who this course is for
- Game industry professionals looking to level up their environment art skills
- Game art students or passionate enthusiasts wanting a structured path into level art
- 3D modelers aiming to transition into game level art positions
- Artists who want to use Unreal Engine for 3D-assisted concept art design
- Professionals in game outsourcing studios
- People from advertising, animation rendering, or film production backgrounds
- Traditional architecture or environment design firms looking to break into the game industry
🧑🏫 About the Author
Tengfei brings 10 years of industry experience from Netease and Tencent, where he worked as both a concept artist and a 3D environment artist. He also spent 2 years as a lead artist, which gives him a solid understanding of both the creative and managerial sides of game production. The course is published under the Modeng team banner, with English dubbing handled by team member Tian Hang.
🏁 Final Result
By the end of the course, you’ll have two complete game environments — an open-world Valley Town and an FPS Venice Impression map — built from scratch in Unreal Engine 5. You’ll also have a solid understanding of the level art workflow used in professional Chinese game studios, plus a portfolio-ready demonstration of your ability to plan, build, and optimize game levels.
📢 Guys, this is a Group Buy campaign, check the GBC forum thread to get access
You can find the course preview in the download section below.

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